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Assembly Automation

Real-time integration of prototypes in the product development process


Bingjian Liu R.I. Campbell Eujin Pei
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Bingjian Liu R.I. Campbell Eujin Pei, (2013),"Real-time integration of prototypes in the product development process", Assembly
Automation, Vol. 33 Iss 1 pp. 22 - 28
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Research article

Real-time integration of prototypes in the


product development process
Bingjian Liu and R.I. Campbell
Loughborough Design School, Loughborough University, UK, and
Eujin Pei
Department of Product and Furniture Design, De Montfort University, Leicester, UK

Abstract
Purpose – The purpose of this paper is to identify the strengths and weaknesses associated with physical and virtual prototyping and propose
an approach that utilises a real-time integration of both methods through an automated process.
Design/methodology/approach – Following a literature review, the paper presents the results of a survey investigating the current use of
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prototyping. It then discusses a series of trials that were developed for the proposed tool.
Findings – Physical and virtual prototypes are not competitive but rather complementary. An integrated real-time system would reduce cost and
shorten the product design process.
Originality/value – This paper provides recommendations on how real-time integration of both physical and virtual prototypes could potentially
streamline the new product development process.

Keywords Prototypes, Product design, Product development, Real-time, Integration, Prototypes

Paper type Research paper

1. Introduction in several areas and will be used even more widely in the future
(Huang and Chen, 1999). Despite this, Grimm (2005) argues
Prototyping is the pivotal activity that structures innovation, that physical and virtual prototyping should not be seen as
collaboration and creativity in design (Hartmann and competitive but rather complementary technologies.
Klemmer, 2006). Repeated, efficient and extensive use of By understanding how physical and virtual prototyping
prototypes can make a difference in the successful entry of new technologies are used and how they interact with each other,
products into a competitive global market (Zorriassatine et al., there is a potential to develop tools that enable designers,
2003). In broad terms, prototypes can be classed into physical engineers, manufacturers or other stakeholders in NPD to apply
or virtual forms. They are created to finalise aesthetics and them concurrently in design, development and validation, thus
ergonomics, as well as to test, evaluate and validate the achieving its maximum potential. The main challenge is to
functional and technical aspects of the design (Pei et al., 2010). develop a prototyping method that can deliver instantaneous
In a conventional approach, physical prototyping plays a very changes in both physical and virtual environments. In light of
important role in new product development (NPD). this, the aim of this research is to evaluate the design implications
In particular, it enables a concurrent, time-oriented approach of using a tool that can achieve real-time integration of both
and supports collaboration in teams composed of people from prototypes through automation. The paper begins by reviewing
different functions and backgrounds (Pei et al., 2011; the benefits and pitfalls of physical and virtual prototyping.
Vandevelde et al., 2001). In contrast, virtual prototyping is It goes on to describe related work, following which results of
a relatively recent concept in design; and the term first being a questionnaire survey and pilot trial are presented to specify
used in relation to virtual reality (Dai and Göbel, 1994). what the tool should incorporate. A potential implementation
The technology is a natural progression and an extension of scenario is then described to show how the method could be
computer aided design techniques such as finite element applied to motorcycle design. Finally, the paper draws
analysis. Due to its strength in reducing cycle time and cost, conclusions and presents future research directions.
virtual prototyping has effectively replaced physical prototyping
2. Physical and virtual prototypes
The current issue and full text archive of this journal is available at In the context of NPD, physical prototypes provide both
www.emeraldinsight.com/0144-5154.htm tactile and visual evaluation of aspects including form, feel
and surface finish, etc. As most products incorporate some
form of human interaction, this tactile advantage should be
Assembly Automation seen as highly desirable, particularly when interacting with
33/1 (2013) 22– 28
q Emerald Group Publishing Limited [ISSN 0144-5154] customers (Campbell et al., 2007). In contrast, virtual
[DOI 10.1108/01445151311294621] prototyping is most often used when physical prototyping

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application are impractical, impossible or inefficient (Grimm, Figure 1 Integrating physical and virtual prototypes
2005). Virtual prototyping allows the product to be replicated
and tested in a digital environment and often within a CAD
system to produce results. Examples of this include the testing
of tensile strength, fluid dynamics, kinematic analysis and
even visual evaluation. Virtual prototypes have the key
advantage of being faster (once the virtual prototype has
been created), more cost effective and easier to modify both
the prototype and test parameters. Hence, it becomes
desirable to adopt both forms of technologies within NPD,
since the strengths and advantages of one technology
potentially address the weakness and limitations of the
other. Gibson et al. (2005) proposed that physical and virtual
prototyping are valuable techniques that can be combined to
form a more powerful tool for rapid development of complex
products. This leads to a need for some form of integration
between physical and virtual prototyping. As stated by Jain
(2005), the integration of physical and virtual prototypes
should yield shorter development cycles, fewer late-stage
errors, and a higher return of investment.
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For this study, “real-time integration of physical and virtual


prototypes” shall refer to the synchronised changes that occur
in both physical and virtual forms of prototyping. It is hoped
that through a real-time integration, the benefits of these two
forms of prototyping activities can be best used when needed
so as to reduce time and cost.
Source: Campbell (2003)
3. Related work
Research concerning the real-time integration of physical and
virtual models was initiated by Bruns (1998) who proposed virtual part can be relayed to the physical component by
the concept of a “graspable user interface” that could combine means of electrical, mechanical and control mechanisms.
physical objects with a virtual environment. The system Similarly, changes to the physical part can be transmitted to
requires the use of a “data glove” to pick up and move the the corresponding part in the virtual space. When compared
physical objects. The movements are then tracked and to other technologies, the most important advantage of this
replicated in a virtual environment that contains virtual system is its bi-directional conversion. However, the purpose
copies of the physical object. This system allows users to of this system is still limited; restricted to only the styling of
convey changes that take place in the physical world into the outer components and the changes being limited to the
virtual environment; for instance making it possible for a circuit motion of the parametric parts in horizontal and vertical
designer to build circuits in reality and in a virtual environment directions. In addition, the virtual model is incomplete and
at the same time. However, the drawback is that this system is does not simulate the material properties, colour, texture and
not able to alter the shape of the objects and can only assemble environment all of which are essential in NPD. As for the
pre-defined objects. Therefore, the application of the system physical prototype, it cannot be used with product users to
would be limited to later stages of NPD. test aspects such as ergonomics and usability. Despite all of
Campbell (2003) further proposed an approach that would its limitations, the development of this tool still meets the
enable the simultaneous creation and modification of two requirements of real-time integration between physical and
analogous prototypes – one virtual and one physical. This could virtual prototypes such as data transfer between a virtual
be achieved through real-time sharing of data between two system and a physical component, and the bi-directional
different prototyping media as shown in Figure 1. The approach conversion of shape and size changes. No other directly
was aimed at integrating both virtual and physical prototypes related research was found and it was postulated that the
to facilitate greater user involvement in NPD. In the framework, design community’s exposure to this concept would therefore
both forms of prototypes are able to seamlessly cross over, be minimal. In light of this, the next section discusses a
replicate and undertake modifications when required. questionnaire survey that was undertaken to elicit feedback
Parallel to Campbell’s approach, Anderl et al. (2006) from industry on the potential usefulness of real-time
developed a tool known as parametric prototyping to achieve integration of physical and virtual prototypes. In addition,
integration for equation-driven (parametric) CAD models there was a need to assess the impact of real-time integration
and physical shape representations to optimise styling and upon the design process, since all previous research had
design. They defined parametric prototyping as a set-up of addressed the technological aspects only.
physical mock-ups and virtual models that are linked by an
interface. The system comprises a physical mock-up that is
4. Questionnaire survey and initial user trials
divided into several sections and each part is linked with a
corresponding component in the digital space that is To better understand the use of physical and virtual
connected through a computer interface. Changes to the prototypes in NPD, the authors undertook a questionnaire

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involving 16 design consultancies and manufacturing From the experiment, the user was able to see how the profile
companies in the UK. The aim of this survey was to of the chair had been altered when the angle of the backrest
establish the “real-world need” for prototype integration and was changed (Figure 3). The results showed that the
thus validate the research direction. The design consultancies simultaneous representation of changes to physical and
and manufacturing companies were approached on the basis virtual prototype was more helpful for evaluating their
that they were using a user-centred design approach and design. More importantly, because both models could be
hence understood the importance prototypes in eliciting user adjusted, no further prototypes were required to be built, thus
opinions about products. The main findings of the survey saving cost and time, to an extent. The outcomes of the two
were as follows: preliminary investigations showed that there was both a real
.
all of the respondents were using both virtual and physical need and potential benefits for having an integrated approach
prototypes in their NPD process; to physical and virtual prototyping for NPD.
.
14 of the respondents were able to identify limitations with
physical prototypes and 15 could identify limitations with 5. Automated prototypes and trials
virtual prototypes;
.
half of the respondents claimed they required the need for Based on the theoretical knowledge gained from literature and
real-time integration of these two forms of prototyping; and findings from the survey and pilot study, it was decided to
.
none of these had been able to do so because the practice develop a more comprehensive system that would better
of simultaneous use of physical and virtual prototype was integrate both prototype methods. As the infrastructure for the
seen as being in its infancy without any suitable or chair prototype was already in place, a decision was made to
effective methods to integrate them in real-time. improve the test rig so that it would now allow modification of
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the seat height, as well as the angle of the backrest. In the new
Taking a step further, a simple pilot trial was set up involving rig, the height of the seat and angle of the backrest could be
four pairs of participants from a product design background adjusted by the user pressing relevant switches connected to two
to evaluate how the integration of both prototypes could independent electric motors. A virtual model was rebuilt using
help them in NPD. The aim of the trial was to establish the the Rhino CAD package to simulate the aesthetical aspects
feasibility of a dual prototype protocol involving a user and of the product. Rhino was selected in preference to Pro/
designer. The participants were designers and engineers ENGINEER because it was easier to drive the movement of the
working in companies, consultancies or academic model from external inputs. The digital model was linked to the
institutions. Strictly speaking, only half of the participants physical test rig by means of using the “control points” feature
needed to come from a design background, since one embodied in Rhino. This feature enables the designer to select a
participant in each pair took on the role of a designer series of points controlling the shape of a surface and to move
whereas the other acted as a user. For this trial, the user them simultaneously in one, two or three axes, hence altering
participant was asked to test the backrest angle of a chair. the shape of the surface in real-time.
The chair chosen was a standard office chair whose backrest In order to build the “integrated link” between both
angle could be adjusted manually. In addition, a new design prototypes, components from a standard computer mouse
of chair was constructed in the Pro/ENGINEER CAD were used. The two optical encoding disc sensors of the
system, where one of the key design parameters was backrest mouse were assembled into the physical model whereby
angle. When changes were made to the angle by the user, the the horizontal sensor tracked the angular movement of the
CAD model of the product in the digital space also changed backrest, while the vertical sensor tracked changes to the
by the designer (Figure 2). height of the seat. This was done by creating two encoders
(one linear and one rotational) and attaching these to the seat
Figure 2 The evaluation of the chair with both virtual and physical and backrest of the chair, respectively. When the chair was
models moved by the user, the optical sensors would use the encoders
to “count” how far it had moved. The movement of the
physical model was transferred to the computer via the USB
interface of the mouse, whereby the two sensor signals were
used to move “control points” in the virtual CAD model
(Figure 4). Simple arithmetical and trigonometrical
calculations were used to convert the encoder counts into
millimetres and degrees for control point movement. Taking
several measurements and comparing them with the virtual
model, the dimensional accuracy of the movements was
determined as having a 15 per cent margin of error. Figure 5
shows how the experiment took place, where the participant
was asked to sit on the chair and had the option of adjusting
the height and the angle of backrest using the two switches.
At the same time, the virtual CAD model was projected onto
the screen to give the user a full view of the resultant
simultaneous changes in the chair design. The designer was
seated in front of the computer and could instruct the user
during the experiment, if necessary.
Eight pairs of participants (one designer and one user)
were involved in the trial. To fully compare the proposed

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Figure 3 Corresponding changes of the physical and virtual chair

2 1
3
1
2
3

Figure 4 Technical overview of the system


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Figure 5 Setup of experiment model to update it. On average, the “disconnected” process
took 7 min to complete. For the “connected” stage, the user
was asked to follow the same process, with the exception that
the CAD model would now be automatically updated
while the real chair was being adjusted. This process took
about three and a half minutes to complete. Half of the pairs
undertook the disconnected stage first and the other half
undertook the connected stage fist.
All participants were then asked to complete a questionnaire
to elicit feedback from the trials. The aim was to evaluate
the impact that the real-time prototype integration had upon
the design process. Two sets of questionnaires were developed
and the questions for users and designers were different. The
user’s set of questions were concerned more about the system’s
usability and whether it would allow them to understand the
design better. In contrast, the designer’s set centred more on
the efficiency of the tool as compared to having two
disconnected methods of prototyping. The main findings
from the questionnaires were as follows:
method with a traditional product testing approach (where .
the majority of both sets of respondents (seven of the
the physical and virtual models are tested separately), designers and all of the users) felt that the trial system was
the whole experiment was divided into two stages. In the easy to operate;
“disconnected” stage, the participants were asked to undergo .
all of the respondents were generally satisfied with the
the trial when the physical and CAD models were overall process of the trial;
disconnected. At this stage, the user was asked to adjust the .
seven of the designers believed the method would give
chair height and seatback angle to comfortable positions. some help in speeding up design modifications;
After this, the designer measured the changes with a ruler and .
all of the designers believed the method was a valuable
goniometer and had to manually input the data into the CAD way of getting users more involved in design;

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.
two of the designers commented that the system would be 6.1 Potential implementation scenario – design of a
useful but were also concerned about the amount of time motorcycle
and effort required to build both prototypes; and As a form of transport, the design of a motorcycle is closely
.
most importantly, all of the respondents commented concerned with aspects of styling as well as ergonomics. It has
that the system was an excellent and novel way to been chosen as an example to indicate the application of the
simultaneously test the properties of both physical and integration tool. Each of the eight steps for implementation is
virtual prototypes, allowing instantaneous changes to described in the sections below.
be seen.
6.1.1 Product aspects to be evaluated
The secondary purpose of this trial was also to identify Motorcycle manufactures aim to develop motorcycles with
potential problems within the system and, in this respect, the distinctive looks, ride and performance. This indicates that
testing showed that most problems were technical, not the style, ergonomics and functional issues are critical
cognitive. For instance, the structure of the physical mock-up concerns for motorcycle design and manufacturing. All of
was seen as not being robust enough and resulted in a lack of these elements should be evaluated simultaneously in the
accuracy. development of the motorcycle.
6.1.2 Select aspects to be evaluated physically or virtually
6. Specifications for building integrated physical Physical prototypes usually have the advantage in ergonomic
and virtual prototypes issues, while virtual prototypes are more advantageous to test
the aesthetics and predicting performance. In this case, the
In order for real-time integration of physical and virtual
foot rest position, seat height and handle bar position should
prototypes to be fully realised, it is important to develop a
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be evaluated on a physical mock-up of the bike, while the


framework that would define this concept. The framework
styling and the paint colour should be evaluated virtually
should meet the following basic requirements:
through the use of photo-realistic renderings and animations.
.
It should be suitable for products with a range of sizes and
Performance aspects such as aerodynamics and acceleration
complexity whilst recognising that not all products are
could also be evaluated using virtual prototype methods such
suited to the approach.
as computational fluid dynamics and mechanical simulation.
.
It should transfer all possible changes of the physical
prototype to the virtual prototype, including the variation 6.1.3 Building the physical and virtual prototypes
of linear dimensions and the modification of free form The physical prototype would be in the form of a “mule” that
shape. would be built mainly from standard parts but the elements to
.
The level of automation in physical prototyping should be be evaluated (foot rest position, seat height and handle bar
improved to further reduce the time. position) should be specially designed to be automatically
adjustable, probably using stepper motors. The virtual
Some technologies could be employed to meet these
prototype should be built on a surface modelling CAD
requirements. For instance, motion capture technology has
system, with mainly aesthetic factors in mind, such as external
the potential to overcome the multi-dimensional problem.
form, material texture and paint colour.
Widely used in the film industry, this technology can transfer
movements of actors in the stage set to the computer. This is 6.1.4 Linking the prototypes with appropriate sensor technologies
done by placing “markers” at key locations being worn by the When the physical and virtual prototypes have been
actor, usually at movable joints and then using this to detect constructed and modelled, the next step is to link them with
the movement of the person. For small sized products, a “data appropriate sensor technologies. For the seat height, handle
glove” could be a key enabling device for such an application. bar and foot rest position, the movements would generally be
Wearing this glove and holding the prototype, the user could linear and so linear encoders could be used. For the seat
move their fingers in relation to the prototype, which could cushion which will have shape deformation, haptic technology
then be transferred to the virtual model instantaneously. This could be considered as a possible solution. This is where
novel method offers the capability to test hand-held devices, “force-feedback” actuators would change the shape of the seat
as well as larger products such as furniture. In addition, the cushion in response to rider weight and record their position
use of automation can improve the overall system. for display in the CAD model.
When these key technologies have been successfully
6.1.5 Calibrating the physical and virtual prototypes
embodied and the integration approach is fully developed,
It is likely that each element of the prototype would need to be
the approach could become a decision support tool for
tested and calibrated separately. Finally, the whole system can
product evaluation. In summary, applying this integration
then be tested to verify if there are any issues in conflict.
approach will always involve the following steps:
1 Select aspects of the product to be evaluated. 6.1.6 Selecting the method of presentation
2 Decide which of these are to be evaluated physically or The testing of prototypes could take place in a controlled area
virtually. whereby the physical prototype could be located in front of a
3 Build the physical and virtual prototypes. large high definition display screen. This setup would be
4 Link the physical and virtual prototype with appropriate similar to the simulators being developed by the Human-
sensors. Motorcycle Interaction research unit at the University of
5 Calibrate the physical and virtual prototypes. Nottingham (Stedmon, 2010), which also show the product
6 Ensure that both are presented in a similar scale or aspect in a realistic (driving) environment. An alternative would be
ratio. to use a head-mounted display unit, built into a crash helmet,
7 Follow a detailed testing protocol. that could give the rider a stereoscopic “full-immersion”
8 Obtain feedback. experience.

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6.1.7 Finalising the test protocol Bruns, F.W. (1998), “Integrated real and virtual prototyping”,
When the system has been correctly calibrated and a testing IECON Proceedings. Industrial Electronic Conference, Vol. 4,
environment in place, the validation can start by following a pp. 2137-42.
pre-defined protocol. It should contain a list of components Campbell, R.I. (2003), “Real time integration of virtual and
that are to be tested; and how to operate both prototypes. physical prototyping”, paper presented at International
At the same time, the documentation should also provide Conference on Advanced Research in Virtual and Rapid
recommendations on how to operate the recording devices. Prototyping, Leiria, Portugal, October 1-4, pp. 31-7.
A questionnaire or interview for feedback should also be Campbell, R.I., de Beer, D.J., Barnard, L.J., Booysen, G.J.,
designed at this stage. Truscott, M., Cain, R., Burton, M.J., Gyi, D.E. and
Hague, R.J.M. (2007), “Design evolution through
6.1.8 Obtaining feedback from the participants
customer interaction with functional prototypes”, Journal
After completing the evaluation, feedback should been
of Engineering Design, Vol. 18 No. 6, pp. 617-35.
collected by either a questionnaire or a face-to-face
Dai, F. and Göbel, M. (1994), “Virtual prototyping – an
interview, or if possible, by both means. The outcome of
approach using VR-technique”, Proceedings of the 1994 ASME
the feedback will then be used for the next development of the
Computers in Engineering Conference, Minneapolis, MN.
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Gibson, I., Gao, Z. and Campbell, R. (2005), “A comparative
study of virtual prototyping and physical prototyping”,
7. Conclusions and future work International Journal of Manufacturing Technology and
In conclusion, real-time integration of physical and virtual Management, Vol. 4 No. 6, pp. 503-22.
prototypes has shown to be a novel way of improving the Grimm, T.A. (2005), “Virtual versus physical: will computer-
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evaluation of products within the context of NPD. This system generated virtual prototypes obsolete rapid prototyping”,
considers three key aspects: first, it makes the best use of the Time-Compression Technologies, Vol. 13 No. 2.
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compatible with most 3D modelling software that is commonly physical prototyping through integrated design, test, and
used in NPD; third, it should improve the evaluation process, analysis”, paper presented at the Nineteenth Annual ACM
thereby reducing time and the need for additional prototypes. Symposium on User Interface Software and Technology,
The user trials with an integrated virtual/physical prototype of Montreux, Switzerland, October 15-18.
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included the reliability of the physical prototype; and the University of Aeronautics and Astronautics, Vol. 25 No. 3.
need to fully demonstrate an integrated system for real-time Jain, S. (2005), “Integrating simulation and physical testing
industrial design development. leads to shorter design cycles”, Time-Compression
A more generic approach to implementing the method has Technologies, Vol. 13 No. 3.
been presented and illustrated using the example of a Pei, E., Campbell, R.I. and Evans, M.A. (2010), “Development
motorcycle design. A key consideration is selecting suitable of a tool for building shared representations among industrial
sensor devices to connect the physical and virtual prototypes. designers and engineering design”, CoDesign Journal, Vol. 6
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prototypes and achieve a simultaneous update, the drawback Pei, E., Campbell, R.I. and Evans, M.A. (2011), “A taxonomic
was in its accuracy and more precise measurements are classification of visual design representations used by
required. The ability for users to evaluate simultaneously a industrial designers and engineering designers”, The Design
combination of virtual and physical prototypes would have Journal, Vol. 14 No. 1, pp. 64-91.
significant impact upon design practice within the NPD Stedmon, A.W. (2010), available at: http://hcdi.brunel.ac.uk/
process. It would shorten (or remove) some of the iteration seminardetails.aspx?sid¼2 (accessed August 15, 2011).
cycles in the process and enable a more holistic approach to Vandevelde, A., Van Dierdonck, R. and Clarysse, B. (2001),
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with augmented reality, then the users would effectively see development process”, Vlerick Leuven Gent Management
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using the actual product. Management School, Saint Petersburg.
Finally, the proposed method only demonstrates a Zorriassatine, F., Wykes, C., Parkin, R. and Gindy, N.
unidirectional integration of physical and virtual prototypes, (2003), “A survey of virtual prototyping techniques for
i.e. changes in the physical prototype leading to simultaneous mechanical product development”, Proceedings of the I
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potentially involve greater use of sensors and robotics. About the authors
Dr Bingjian Liu completed his PhD in Design and
References
Technology at Loughborough in 2011. His research interest
Anderl, R., Klug, L. and Mecke, K. (2006), “Advanced centres on real-time integration of physical and virtual
prototyping with parametric prototypes”, Digital Enterprise prototypes and he now works as a Lecturer at Qingdao
Technology (DET), Springer, Setúbal, September 18-20, University of Science and Technology. Bingjian Liu is the
available at: http://ltodi.est.ips.pt/det2006/papers/Physical/ corresponding author and can be contacted at: bingjianliu@
f102_PH4.pdf (accessed May 7, 2009). hotmail.com

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R.I. Campbell studied Mechanical Engineering at Brunel mainly in the field of getting users more involved in the
University, UK, graduating with a BSc (honours) in 1985. product design process. Dr Campbell is Director of the
His time at Brunel was sponsored by the Ford Motor Research School of Design at Loughborough and is Editor-in-
Company and he worked with them as a trainee design Chief of the Rapid Prototyping Journal.
engineer for two years. He then moved to Rover Cars, again
as a design engineer, and was elected a full member of the Dr Eujin Pei is a Senior Lecturer at De Montfort University,
Institution of Mechanical Engineers in 1988. He moved to in the Department of Product and Furniture Design. His
academia in 1989 and has worked for the University of research interests centre on additive manufacture, inclusive
Warwick (obtaining his MSc in 1993), the University of design and design futures. Prior to joining the University,
Nottingham (obtaining his PhD in 1998) and, since 2000, he worked as a research fellow at numerous institutions
Loughborough University where he is currently a Reader in including Loughborough University, Brunel University,
Computer Aided Product Design. He has published over University of Southampton and as a visiting scientist at Vaal
30 journal papers and 70 conference papers, and now works University of Technology.
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